scc wrote:Cool Chain Devil. I haven't studied your conversion method that close but the results look good. I imagine it could work for Pathfinder too for the most part.

It should work with pathfinder without any problems. Pathfinder is one of my favorite rule systems honestly. Honestly the pathfinder system, should convert a bit more smoothly. The only Issue have strived to maintain, is to convert into M&M without breaking the system what so ever. Or having to come up with new rules , just to handle what is in D&D.

Complications:Nuetrality. Mordenkainen is a severe Nuetralist. But don't get him wrong, he is a schemer of the 1st caliber. He does great works of both good and evil, as long as it does not tip the scales. And as long as it serves his own needs.

Builders/ Charaters Notes:Mordenkainen often travels disguised as a elderly merchant.At first, I thought this character might be above pl 20.. But it seems my idea to turn saving throws and skill ranks into a level before putting them into the conversion is a very good idea. Once that was done, it brought him back into the rest of his abilities, which was about PL 17.

Last edited by JoshuaDunlow on Sun Mar 09, 2014 8:09 am, edited 1 time in total.

Love that build, JD. I think PL17 fits as well as the Variable Array. I like your take on Knock, too.

One of the most creative uses of Mordenkainen's Disjunction I've seen was that Gilwen, who is one here sometimes, back in the AD&D days had a dragon that BREATHED Mordernkainen's Disjunction so the characters caught in the cone lost all their stuff. Wicked.

Ah. Still, Mordenkainen is plain nasty. Effectively PL 15.5 or so everywhere but in exotic defenses (16.5) and in skills. But man, that Disjunction... In my D&D games (3.5), I was usually saddled with being DM for the group. And my players hated Disjunction. I ruled that you had ro have access to a scroll of it or you couldn't learn the spell (fluffl explanation being the spell was just that rare and incredibly hard to find). Then gave my stories' big bad (a very very old dragon wizard) the scroll, and had the dragon learn the spell.

** Do not include Shield bonuses.*** This bonus is added onto a weapons ( or shields) normal ranks. So a +2 sword that does 1d8 damage in D&D does Rank 4 damage in M&M.

Fighting Score & Ranged Combat: I usually base this off the creatures HD or Base Attack bonus which ever is lower. And I usually assume that their ranged combat, is 2/3rds this value.

Converting Multi Classed Characters: To find the true Hit Dice value before converting. Take your highest level class as your base. Then for every 3 levels in other classes add 1 to this.

Greater HitDice: Some monsters/classes use a D10 or a D12 for their hitdice. To represent their increased potentials. Grant them either Increased Stamina, or the protection power. D10 is 1 rank, D12 is 2 ranks.

Damage Reduction: Use the last column on the chart above for converting into Impervious ratings. I've decided for converting Damage Resistance to specific attacks. Should a monster have a DR of 20 or greater, the GM can opt to just give the creature half save immunities to the specific resistances. DR's of 40 or higher against specific attacks, can be full Immunities. But this is up to you. The main reason to keep there from being incredibly high Impervious ratings.

Skill Ranks: Treat skill ranks like "levels" before converting into Ranks in M&M, than modify that by the characters Ability Modifiers. This will give you the true Modifier of their skills.

Saving Throws to Defense: Since saving throws can get out of hand in D&D in extreme proportions. Ive decided to treat these like "levels" before converting to a rank. This is assumed to be the full defense rating after ability modifiers. Reflexes become Dodge, Will to Will, Fort to Fort. Parry should always be based off the converted characters Fighting score.

Making Spells Generic?: A quick rule, to converting spells. If you don't want to convert a bunch of spells into the game. Do this. The player has an aray of points equal to their caster level x 2. And has a number of spells 1/4th the amount of total spells castable (except for the 0 level spells).

Power / Magic Resistance: For the most part, this is often dropped when converting. Considering that everyone gets a save regardless. I suggest if you want to include some form of resistance from D&D over, try this. Those who have a resistance rating of 20 or higher, Give them a feature, with a +5 save vs. the particular descriptor or a limited impervious defense. . Anything higher consider a 1/2 save Immunity against the particular type.